class_name InteractionArea
extends Area2D




@export var tip_node: Control

@warning_ignore("unused_signal")
signal interacted


func _ready() -> void:
    body_entered.connect(
        func(body: Node2D) -> void:
            if not body is Player:
                return

            InteractionSystem.add_interaction(self)
    )

    body_exited.connect(
        func(body: Node2D) -> void:
            if not body is Player:
                return

            InteractionSystem.remove_interaction(self)
    )

    tip_node.hide()

